Chapter 16

Quick Reference

Everything you need at the table

Core Mechanics

The Roll

  • Roll d100 ≤ target = success
  • 01 = always a critical success
  • 00 = always a fumble
  • Crit range: 1 point per 25% of target, counted down from 01
  • Opposed: both roll, larger margin wins; one success beats one failure

Skill Targets

Target = ((10 + stat) × level) + 30

Unskilled = (5 + stat) × 5

StatFull NameRange
BRBrawn−3 to +3
PCPhysical Coordination−3 to +3
INIntellect−3 to +3
SPSocial Prowess−3 to +3
AWAwareness−3 to +3
PWPower−3 to +3

Damage & Recovery

Wound Track

HP per tier = 7 + BR

TierPenalty
OK
Harmed−10% to all rolls
Maimed−25% to all rolls
Incapacitated−50% to all rolls

Wound and exhaustion penalties stack.

Exhaustion Track

EP per tier = 7 + PW

TierPenalty
OK
Wearied−10% to all rolls
Drained−25% to all rolls
Overwhelmed−50% to all rolls

Death Saves

  • Triggered when reduced below 0 HP in Incapacitated tier
  • Every 3 counts, roll d100
  • Under 50 = hold  |  Over 50 = fail  |  3 fails = dead
  • 01 = stabilize  |  00 = instant death
  • Medicine (speed 5) stabilizes  |  Mend spell heals

Recovery

TypeRate
HP (natural)1d4 per hour of rest
HP (medical care)1d4 + 1d4 per hour
EP (natural)1d8 per hour of rest

Spellcasting

Casting Basics

  • Each spell has a fixed casting time → roll d100 against casting target → tier determined by margin
  • Concentration check (if interrupted): (PW + 4) × 10
  • Cancel a spell: pay ½ Weak EP cost, 10% backlash chance (burn only, no wild effect)
Margin Under TargetTier Achieved
1–10Weak
11–30Standard
31–50Strong
51+Spectacular
Over targetMisfire

Scholarly Casting

  • Roll 1d100
  • Access to all 6 schools
  • Learned spells only (spellbook)
  • Can freely choose a lower tier than rolled
  • Spells known: 7 + PW

Wild Casting

  • Roll 2d100, use the one farther from target
  • +10 bonus to casting target
  • Access to selected schools only
  • Know all spells in accessible schools
  • Limited tier suppression based on skill level

Backlash

TierScholarlyWild
Weak5%10%
Standard10%15%
Strong15%20%
Spectacular25%30%

Checked on every cast (success or misfire). On backlash: 1d4 physical damage + 25% chance of wild effect. Wild effect residue persists until long rest after effect fades.

Misfire & Push

  • Misfire (roll over target): pay misfire EP, suffer misfire effect, 0 accumulation
  • Push It: +1 tier; cost = ½ current EP + full pushed EP; 2× backlash chance

Aetheric Balance

  • Spells shift Aetheric: +1/+2/+3/+4 by tier
  • Galvanic weapons shift Galvanic: −rating per shot (1–3)
  • Eff. Reliability = Base − (net × 2)
  • Eff. Casting = Base + (net × 2)
  • Each side helps its own and hurts the other
  • Decays 1 point/min toward zone baseline

Spellcasting Flowchart

flowchart TD
    A(["Declare spell, begin casting"]):::start --> B["Wait casting time"]
    B --> C{Interrupted?}
    C -- Yes --> D["Roll concentration check"]
    D -- Pass --> E
    D -- Fail --> CANCEL["Spell fizzles"]:::warn
    C -- No --> E["Roll d100 vs target"]
    E --> F{Success?}
    F -- Yes --> G["Check margin for tier"]
    F -- No --> MISFIRE["MISFIRE"]:::bad
    G --> H{Push +1 tier?}
    H -- No --> I["Pay EP, apply effect"]
    H -- Yes --> PUSH["Pay extra EP"]
    PUSH --> I
    I --> J{Backlash check}
    J -- Pass --> K(["Spell complete"]):::good
    J -- Fail --> L["Backlash! 1d4 HP"]:::warn
    L --> M{25% wild effect?}
    M -- No --> K
    M -- Yes --> N["Roll wild effect"]:::warn
    N --> K
    MISFIRE --> MJ{Backlash check}
    MJ -- Pass --> MK(["Misfire resolved"]):::bad
    MJ -- Fail --> ML["Backlash! 1d4 HP"]:::warn
    ML --> MM{25% wild effect?}
    MM -- No --> MK
    MM -- Yes --> MN["Roll wild effect"]:::warn
    MN --> MK

    classDef start fill:#1a8fa8,color:#fff,stroke:#3dc8e0
    classDef good fill:#1a6b30,color:#fff,stroke:#2a9b40
    classDef bad fill:#8b3a3a,color:#fff,stroke:#c45c3e
    classDef warn fill:#6b5a2a,color:#fff,stroke:#b07d18
        

Combat

Timing Track

  • Declare action → place token at current count + action speed
  • Resolve when the count reaches the token
  • Declaration order: lowest PC first (best reactions declare last)

Active Defense

  • Melee/Brawl/Athletics opposed roll
  • Costs +2 speed on your next action
  • Parrying tag: +10% to defense roll
  • Shields: passive soak (Ballistic or Martial)

Armor

TypeStops
Ballistic soakFirearms damage
Martial soakMelee damage
  • If damage exceeds soak: 25% chance of degradation (−1 soak)
  • Crushing tag: 50% degradation chance
  • Hinder: −5%/pt to PC, Athletics, Stealth, Swimming; +1 cast speed/pt

Range & Cover

BandModifier
CloseMelee range
NearNo modifier
Far−10%
Distant−20%
  • Sprint: speed 3 to move one band
  • Partial cover: −10%  |  Heavy cover: −20%
  • Firing into melee: −10%

Malfunction

  • Always roll Reliability first (d100 roll-under), then roll Ranged to hit
  • Eff. Reliability = Base − (net balance × 2)
d10SeverityEffect
1–5ClickWeapon doesn’t fire, lose action
6–7JamWeapon jammed, must clear (speed 3)
8MisfireRound fires wildly, random direction
9Mechanical FailureWeapon needs repair, unusable
10CatastrophicWeapon destroyed, 1d6 damage to wielder

Galvanic weapons: +1 to severity roll.

Combat Flowchart

flowchart TD
    START(["New count"]):::start --> CHECK{Tokens here?}
    CHECK -- No --> ADV["Advance count"]
    ADV --> START
    CHECK -- Yes --> RESOLVE["Resolve actions"]

    RESOLVE --> TYPE{Attack type?}
    TYPE -- Melee --> MROLL["Roll vs Melee/Brawl"]
    TYPE -- Ranged --> RROLL["Roll vs Ranged"]
    TYPE -- Firearm --> REL["Roll Reliability"]
    TYPE -- Spell --> SPELL["See Spell Flowchart"]:::spell

    REL --> RELCHECK{Pass?}
    RELCHECK -- Fail --> MAL["MALFUNCTION"]:::bad
    RELCHECK -- Pass --> FROLL["Roll vs Firearms"]

    MROLL --> HIT{Hit?}
    RROLL --> HIT
    FROLL --> HIT
    HIT -- Miss --> DECLARE
    HIT -- Hit --> DMG["Roll damage"]
    DMG --> SOAK["Subtract armor soak"]
    SOAK --> APPLY["Apply to wound track"]
    APPLY --> DEGRADE{Damage > soak?}
    DEGRADE -- No --> DECLARE
    DEGRADE -- Yes --> DEG["Armor may degrade"]
    DEG --> DECLARE

    MAL --> DECLARE(["Declare next action"]):::start
    DECLARE --> START

    classDef start fill:#1a8fa8,color:#fff,stroke:#3dc8e0
    classDef bad fill:#8b3a3a,color:#fff,stroke:#c45c3e
    classDef spell fill:#2a5a6b,color:#fff,stroke:#3dc8e0